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Warframe Concept: Targe the Armor Frame (Can Benefit from Lowered Efficiency)


Arcsyrine
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Intro

TLDR: I made a slow super tank that can actually Benefit form lower Ability Efficiency.

-        Lower Efficiency = Deals More Damage and is More Squishy

-        Higher Efficiency = Deals Less Damage and is Less Squishy

 

Rest of Intro

*Note: All indepth things are in Spoiler tabs, so if you only care about the concept and not the nitty gritty feel free to skip them.

Spoiler

This is a revision of my first concept I posted here. I wanted to create a Warframe with unique mechanics and we currently don’t have a frame with unique Efficiency mechanics. In my personal play style I am also partial to tanks, though not for their damage capabilities, more for the survivability. As such I gave this frame a unique resource of Armor. It mostly functions like regular armor for damage calculations but is also used up to power his abilities. I also tried to make the amount of armor he gains scale somewhat with enemy difficulty without being too over powered in theory. I fully admit that his armor is based of the idea of Rhino’s Iron Skin.

            These numbers are all more of a proof of concept and to make sure my math checks out as opposed to gameplay balanced. To make more balanced numbers it would need to be tested in game, and unfortunately I can’t do that, lol.

            All numbers inside round () brackets are variable and change depending on mod setup or health etc. Square [] brackets act like regular brackets in an equation, meaning that operations within them need to be preformed first (BEDMAS Principle).

            All proof of concept calculations were performed with 600 Moded Base Armor, Ability Efficiency of 150% and Ability Strength of 200%.

-        This can be achieved with a Rank Steel Fiber, Rank 4 Fleeting Expertise, a Max Rank Streamline, Max Rank Transient Fortitude, and Max Rank Power Drift.

-        This can also be achieved with a Rank 4 Fleeting Expertise, Rank 8 Umbral Intensify, Rank 7 Umbral Fiber and Max Rank Transient Fortitude.

o   The Rank 4 Fleeting Expertise could also be swapped for a Rank 1 Fleeting Expertise and a Max Rank Streamline.

All Ability Rank Multipliers are based on these numbers.

-        Rank 0 = 0.25 or quarter strength

-        Rank 1 = 0.5 or half strength

-        Rank 2 = 0.75 or three quarter strength

-        Rank 3 = 1 or full strength

If any “Increase in Ability Efficiency / Strength” is less than 0 (Less than 100% Efficiency or Strength) it is instead minus the amount under the base amount.

-        Eg. 60% Efficiency would be X + -0.4 or X – 0.4

Targe 2.0

Armor: 300

Energy: 100 (Level 0) / 150 (Level 30)

Health: 200 (Level 0) / 600 (Level 30)

Shields: 50 (Level 0) / 150 (Level 30)

Sprint Speed: 0.85

 

Passive: Hardened Armor

Targe is immune to Physical Status Effects

  • IPS Status Procs don't Affect Targe

 

Ablative Armor Buff

This is used as a unique Resource to power his Abilities.

Targe gains additional armor stolen from enemies which helps mitigate damage. It flakes off as he takes damage.

Spoiler

-        Ablative Armor Buff is gained from his first ability.

-        The Ablative Armor buff would be tracked with the other buffs in the top right of the screen.

o   The amount of armor currently stacked would be displayed on the icon like Rhino’s Iron Skin.

-        Targe will visibly bulk out as he accumulates armor.

o   With no Ablative Armor he would be skinny like Inaros or Nekros

o   Once his Ablative Armor buff is 10x his Moded Base Armor he will be bulky like Rhino or Hildryn.

 

-        His abilities use a percentage of his current Ablative Armor cost at the time of casting.

o   Ablative Armor Buff of 1000, with an ability that costs 10% = 100 Ablative Armor Cost.

§  Armor is then reduced by 100 giving it a new total of 900

§  The next ability that costs 10% will now cost 90 Ablative Armor

o   Basically the more Ablative Armor he has and uses the stronger his abilities are.

 

-        3% of the current amount of Ablative Armor is lost for every time Targe is hit.

o   Percent of Armor lost is affected by Ability Efficiency.

o   1300 Total Armor is hit (300 Base and 1000 Ablative), damage is calculated based on the 1300 armor value.

o   Targe takes damage.

o   Ablative Armor is reduced by 3% of it’s current value 1000 x 0.03 = 30

o   Total Armor is now 1270 (300 Base and 970 Ablative)

o   Next Hit taken will remove 29.1 Points of Ablative Armor

-        Losses 3% of his current Ablative Armor Buff for every second affected by a Nullifier, Nul Comba or Nul Scrambus.

o   Not affected by mods.

 

-        Grants a 20% damage reduction to Targe.

o   Affected by Ability Strength and Ability Efficiency.

o   Caps at 90%

o   Calculation:

Spoiler

§  0.2 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Strength) ] = Damage Reduction (Cannot be less than 0)

§  Eg. Ability Efficiency of 150% and Ability Strength of 200%

§  0.2 * [ 1 + (0.5) + (2) ] = 0.7 or 70% Damage Reduction

Ability 1: Ablative Shell

Energy cost: 5

Reduce all enemies in front of Targe within 20 Meters by 0.5 / 1 / 1.5 / 2% of their current health and 0.75 / 1.5 / 2.25 / 3% of their current armor and uses a portion of their strength to create Ablative Armor for Targe. Enemies affected also take increased damage from Targe’s other abilities for a few seconds.

Spoiler

-        Energy Drain affected by Ability Efficiency.

-        Ability range is affected by Ability Range

o   Ability is a 45-degree cone in front of Targe

§  Affected by ability Range

-        Percentages of health and armor damage dealt to enemies is affected by Ability Strength.

-        Multiplies the enemies’ level by his Ability Efficiency and a percentage of his Total Moded Armor, and adds that amount to the Ablative Armor buff.

o   Affected by Ability Efficiency and Targe’s Total Moded Armor

o   Calculation:

Spoiler

o   [ (Total Moded Armor) * 0.005 ] * (Ability Efficiency) = Enemy Level Multiplier

o   Eg. Ability Efficiency of 150% at Rank 3 Ability with 600 Total Moded Armor

§  [ (600) * 0.005 ] * (1.5) = 4.5 times Enemy Level Multiplier

§  One Level 10 enemy grants 45 Ablative Armor

§  One Level 50 enemy grants 225 Ablative Armor

·        The lowest possible Enemy Level Multiplier is 0.675 with no Armor Mods and 45% Ability Efficiency with a max rank Blind Rage.

 

-        Health Damage and Armor Strip do not work on Bosses.

o   He can still gain armor from them.

-        Bosses do not have increased vulnerability from his other abilities.

 

Synergy with Ability 2

-        Cast on a Shield to reabsorb the remaining amount of armor that was used in its creation.

-        Calculation:

Spoiler

o   (Original Armor Cost) * [ (Current Shield Health) / (Original Total Shield Health) ] = Reabsorbed Amount of Armor

o   Eg. If 100 Ablative Armor was used to create the Shield and the Shield currently had 1800 / 2100 health.

o   (100) * [ (1800) / (2100) ] = 85.7 Armor Returned (Rounded up to the nearest whole number, which means 86 Armor Returned)

 

Synergy with Abilities 3 and 4

-        Vulnerability duration is 1 / 2 / 3 / 4 seconds.

o   Affected by Ability Duration

-        Enemies take an additional 5 / 10 / 15 / 20% damage while affected.

o   Affected by Ability Strength

-        Enemies are reduced by an additional 5 / 10 / 15 / 20% of the armor removed by his other abilities.

o   Affected by Ability Efficiency and Ability Strength.

o   Calculation:

Spoiler

§  0.2 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Strength) ] = Base Modifier (Cannot be less than 0)

§  (Ability Armor Strip %) * [ 1 + (Base Modifier) ] = Total Armor Striped

§  Eg. Ability Rank 3, Ability Efficiency of 150%, Ability Strength of 200% and using the Third Ability at Rank 3 with 25% Armor Striped.

§  0.2 * [ 1 + (0.5) + (1) ] = 0.5 Base Modifier or 50% Increase

§  (0.25) * [ 1 + (0.5) ] = 0.375 or 37.5% Total Armor Striped

 

Ability 2: [PH] Barrier

Armor Cost: 10%

Targe creates a shield in front of him that stops enemy attacks and prevents them from passing through. Allies that pass through the shield gain an Ablative Armor Buff based on the amount of shield health remaining for a set duration.

Spoiler

-        Armor Cost is affected by Ability Efficiency

-        The Shield cannot be shot through with regular weapons, it acts like a wall.

o   Exalted Weapons can deal damage through the shield.

o   Weapons with Punch Through can deal damage through it.

 

-        The Shield has an equivalent Armor Value as half of Targe’s moded Base Armor.

-        Shield health is affected by Ability Strength, Ability Efficiency and Targe’s total moded Base Armor amount.

-        1 Point of Health decays for every point of Damage taken. (Like Frost’s Snow Globe, Gara’s Mass Vitrify etc.)

-        No time limit on Shield.

-        3 second invulnerability period where it absorbs incoming damage and converts in to health.

o   Not affected by Mods

 

-        Shield Health Calculation

Spoiler

o   (Ablative Armor) * [ 0.1 * (Ability Efficiency) * (Ability Rank Multiplier) ] = Base Value

o   (Base Value) * [ (Base Armor) / 100 ] * (Ability Strength) = Base Shield Health

o   (Base Shield Health) + (Incoming Damage) = Total Shield Health

o   Eg. Ablative Armor Buff of 1000, Moded Base Armor of 600, Ability Strength of 200%, Ability Efficiency of 150% and absorbs 300 points of Incoming Damage

§  (1000) * [ 0.1 * (1.5) * (1) ] = 150 Base Value

§  (150) * [ (600) / 100 ] * (2) = 1800 Base Shield Health

§  (1800) + (300) = 2100 Points of Health with 300 Armor

-        Ablative Armor Buff given to Allies gives them an additional flat amount of Armor and Damage Reduction. Does not decay with damage.

o   Targe Cannot gain this Buff.

-        Buff lasts 7.5 / 15 / 22.5 / 30 seconds.

o   Affected by Ability Duration.

-        Damage Reduction given to allies is 5 / 10 / 15 / 20%

o   Affected by Ability Efficiency and Ability Strength.

o   Caps at 90%

o   Calculation:

Spoiler

§  0.2 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Strength) ] = Damage Reduction (Cannot be less than 0)

§  Eg. Ability Efficiency of 150% and Ability Strength of 200%

§  0.2 * [ 1 + (0.5) + (2) ] = 0.7 or 70% Damage Reduction

-        Amount of Ablative Armor given to Allies is equivalent to 5 / 10 / 15 / 20% of the remaining health of the shield.

o   Affected by Ability Efficiency and Ability Strength

o   Calculation:

Spoiler

o   (Shield Health) * [ [ 0.2 / (Ability Efficiency) ] * (Ability Strength)] = Ablative Buff amount

o   Eg. Shield Health of 1800, Ability Efficiency of 150% and Ability Strength of 200%

§  (1800) * [ [ 0.2 / (1.5) ] * (2)] = 480 Armor

Ability 3 Sunder

Armor Cost 15%

Targe blasts off a portion of his armor to knockback and damage surrounding enemies also removing 2.5 / 5 / 7.5 / 10% of their current armor.

Spoiler

-        Armor Cost is affected by Ability Efficiency.

-        Hits enemies within 10 meters.

o   Affected by Ability Range

o   Enemies within 5 Meters will be thrown back and rag-dolled.

o   Enemies within 5 Meters will take full damage from this ability.

o   Enemies between 5 and 10 Meters will suffer an Impact Proc.

o   Damage is reduced from 100% to 50% between 5 and 10 Meters.

§  Armor Strip amount stays the same within the 10 Meters and does not suffer fall off.

 

-        Damage dealt is affected by Targe’s moded Armor, Ability Efficiency and Ability Strength.

-        Calculation:

Spoiler

o   [ (Ablative Armor) * [ 0.15 * (Ability Rank Multiplier) ] ] + [ (Moded Armor Value) * [ 0.25 * (Ability Strength) ] ] = Base Value

o   [ (Base Value) / (Ability Efficiency) ] * (Ability Strength) = Total Damage

o   Eg. Moded Armor of 600 Ablative Armor Buff of 1000, Ability Efficiency of 150% and Ability Strength of 200% at Rank 3

§  [ (1000) * [ 0.15 * (1) ] + [ (600) * [ 0.25 * (2) ] = 450

§  [ (450) / (1.5) ] * (2) = 600 Total Damage

 

-        Damage Distribution

o   Impact: 60%

o   Puncture :30%

o   Slash: 10%

 

-        Percent of Armor Removed.

o   Affected by Ability Efficiency and Ability Strength

o   Calculation:

Spoiler

§  0.10 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Strength) ] = Total Armor Percent Striped (Cannot be less than 0)

§  Eg. Ability Efficiency of 150% and Ability Strength of 200%

·        0.10 * [ 1 + (0.5) + (1) ] = 0.25 or 25% of current armor striped.

 

Synergy with Ability 2

-        If a Shield is within the blast radius it will shatter, spreading shrapnel in a cone for 3 Meters away from the initial blast.

o   Range is affected by Ability Range.

o   Damage is based on a percentage of the Shields remaining health.

o   Full Damage up to 1.5 Meters away from the Shield.

o   Damage drops from 100% to 50% from 1.5 to 3 Meters.

o   Damage dealt is affected by Ability Strength

o   Calculation:

Spoiler

§  (Remaining Shield Health) * [ 0.15 * (Ability Strength) ] = Total Damage

§  Eg. 1800 Remaining Shield Health and 200% Ability Strength

§  (1800) * [ 0.15 * (2) ] = 540 Total Damage

 

Ability 4 [PH] Super Darts

Initial Energy Cost: 25

Energy Drain: 10 per second

Armor Cost: 2% per shot (Minimum of 1 point of Ablative Armor)

Shoots spiked darts made from his Ablative Armor from his fists and gains a 5 / 10 / 15 / 20% movement speed buff. Any Allies within 7.5 / 15 / 22.5 / 30 Meters will have their Ablative Armor Buff Duration continually extended by 6.25 / 12.5 / 18.75 / 25% of its maximum Duration so long as they remain within range. Each dart deals damage based on the amount of Ablative Armor consumed to fire it. Each shot also permanently reduces an enemy’s base armor by 2%.

Spoiler

-        Initial Energy Cost affected by Ability Efficiency.

-        Energy Drain affected by Ability Efficiency and Ability Duration.

-        Percent of Armor consumed is affected by Ability Efficiency.

o   150% Ability Efficiency means ability cost 1% of Ablative Armor.

-        Increases Movement Speed affected by Ability Strength

 

-        Amount of base armor striped is affected by Ability Efficiency and Ability Strength.

o   Calculation:

Spoiler

§  0.02 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Strength) ] = Total Armor Percent Striped

§  Eg. Ability Efficiency of 150% and Ability Strength of 200%

·        0.02 * [ 1 + (0.5) + (1) ] = 0.05 or 5% of Base Armor striped.

 

-        Damage of each dart is affected by Targe’s Moded Armor, Ability Strength and Ability Efficiency.

-        Base Damage is applied BEFORE Mods on the Exalted weapon.

 

-        Dart Damage Calculations

Spoiler

o   [(Ablative Armor) * 0.02] + [ (Moded Armor Value) * [ 0.05 * (Ability Strength) ] ] = Base Value

o   [ (Base Value) / (Ability Efficiency) ] * (Ability Strength) = Base Damage

 

o   Eg. Ability Strength of 200%, Ability Efficiency of 150%, Moded Armor Value of 600 and Ablative Armor Buff of 1000.

§  [(1000) * 0.02] + [ (600) * [ 0.05 * (2) ] ] = 80

§  [ (80) / (1.5) ] * (2) = 106.66 Base Damage

 

Exalted Dart Weapon Stats (Pistol Mods used)

 

Spoiler

            Accuracy: 30

            Critical Chance: 8%

            Critical Multiplier: 2.0

            Fire Rate: 3

            Magazine: N/A

            Noise: Alarming

            Punch Through: 1.5

            Reload: N/A (Can continue shooting as long as the ability remains active)

            Status: 10%

            Trigger: Semi-Auto

            Projectile Based, has travel time.

 

                        Impact: 15%

                        Puncture: 75%

                        Slash: 10%

 

-        Can be used as long as Targe has Energy.

o   Does not require Ablative Armor to use.

o   However each shot does, so if used without Ablative Armor he gains all other benefits but cannot shoot anything.

-        Targe can cast all of his other Abilities while using this one.

           

 

Synergy with Ability 2

-        Ally Ablative Armor Duration extension Range is affected by Ability Range.

-        Ally Ablative Armor Duration is affected by Ability Duration.

o   So long as Allies remain within Range while this Ability is active their Ablative Armor Buff Duration will be continually refreshed to 125% of its original duration.

§  Basically forever if they stay in range and Targe’s 4th Ability remains active.

 

-        Gain a 10% Damage and 20% Armor Strip boost when shot through a Shield.

o   Affected by Ability Strength

o   Calculation:

Spoiler

§  (Total Dart Damage {with mods} or Armor Strip %) * [ 1 + [ (Synergy Damage or Armor Boost Value) * (Ability Strength) ] ] = Total Damage or Armor Strip

§  Eg. Armor Strip of 5% and Ability Strength of 200%

§  (0.05) * [ 1 + [ (0.2) * (2) ] ] = 0.07 or 7% of Base Armor Striped

§  Eg. Dart Damage of 106.66 and Ability Strength of 200%

§  (106.66) * [ 1 + [ (0.1) * (2) ] ] = 127.992 Total Damage per Dart

 

Augments

Ability 1: Mirror Shell

Ablative Armor has a 6.25 / 12.5 / 18.75 / 25% chance to reflect 15 / 30 / 45 / 60% of incoming damage back to the attacker.

Spoiler

-        Chance to reflect Damage is NOT affected by mods.

-        Percent of Damage Reflected is affected by Ability Strength.

o   (Ability Strength) * (0.6) = Percent of Damage Reflected

o   200% Ability Strength = 120% Damage Reflected

Ability 2: Healing Guardian

Ablative Armor granted to Allies now decays over its duration replenishing 1 health for every 10 / 8 / 6 / 4 points of armor lost.

Spoiler

-        Targe Cannot pick up this buff.

-        Decays from 100% to 0% over it’s Duration.

o   This is not affected by mods.

-        Amount of health gained is affected by Ability Strength

o   Calculation:

o   1 * (Ability Strength) = Health Gained

-        Amount of Armor lost per point of Health is affected by Ability Efficiency

o   Calculation:

o   4 / (Ability Efficiency) = Amount of Armor Lost

-        Eg. Ability Strength of 200% and Ability Efficiency of 150%

o   1 * (2) = 2 Points of Health

o   4 / (1.5) = 2.66 Armor Lost

§  2 Points of Health Gained per 2.66 Points of Armor Lost

§  With 480 Armor

§  [ (480) / (2.66) ] * (2) = 360.9 Points of Health Gained over the duration of the Ablative Armor Buff. (360.9 would be rounded up to 361)

 

Ability Synergy with Targe’s 4th Ability.

o   Duration is not extended or modified in any way by being in proximity.

o   Targe can now shoot Allies with a dart to replenish 2% of the Buffs Armor and Duration up to it’s Maximum Original values.

§  Affected by Ability Duration, Ability Efficiency and Ability Strength

§  Calculation:

Spoiler

§  0.02 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Duration) + (Increase in Ability Strength) ] = Percent Amount Restored per Dart (Cannot be less than 0)

§  Eg. Ability Efficiency of 150%, Ability Duration of 100% and Ability Strength of 200%

§  0.02 * [ 1 + (0.5) + (0) + (2) ] = 0.07 or 7% of Maximum Restored per Dart

o   If Targe is equipped with his 4th Ability augment as well, the Percent Restored is divide up evenly between all Pellets.

§  10 Pellets = 0.7% Restored per Pellet.

Ability 3: [PH] Leeching Blast

Ability 3 now grants 1.5 / 3 / 4.5 / 6% Life Steal of damage done to all enemies by the ability, however it no longer strips armor.

Spoiler

-        Affected by Ability Efficiency and Ability Strength

o   Calculation:

§  0.06 * [ 1 + (Increase in Ability Efficiency) + (Increase in Ability Strength) ] = Total Life Steal Percentage (Cannot be less than 0)

§  Eg. Ability Efficiency of 150% and Ability Strength of 200%

§  0.06 * [ 1 + (0.75) + (2) ] = 0.225 or 22.5% Life Steal

Ability 4: [PH] Splintered Fists

Targe now shoots a blast of shrapnel shards form his fists with a 50% status chance.

Spoiler

-        Damage Falloff is affected by Ability Range and Flight Speed Mods.

o   Reduces from 100% to 30% Damage from 15 – 20 Meters.

§  Reduction Percentage is NOT affected by mods.

-        Status Chance is affected by Ability Strength.

o   200% Ability Strength = 100% Status Chance

-        Armor Strip is now spread evenly across all pellets fired.

o   Calculation:

Spoiler

§  (Percent of Armor Strip) / (Number of Pellets) = Percent Armor Striped per Pellet

§  Eg. 5% Armor Strip and 10 Pellets

§  (0.05) / (10) = 0.005 or 0.5% Armor Striped per Pellet

 

Exalted Shrapnel Weapon Stats (Pistol Mods used)

Spoiler

            Accuracy: 5

            Critical Chance: 8%

            Critical Multiplier: 2.0

            Falloff: 15 – 21 Meters

            Fire Rate: 3

            Pellet Count: 10

            Magazine: N/A

            Noise: Alarming

            Punch Through: 1.5

            Reload: N/A (Can continue shooting as long as the ability remains active)

            Status: 50%

            Trigger: Semi-Auto

                        Projectile Based, has travel time.

 

                        Impact: 20%

                        Puncture: 10%

                        Slash: 70%

 

Closing Notes

Spoiler

-        I use the divide by Ability Efficiency then multiply by Ability Strength a lot with this concept for anything that deals damage.

o   This is because I figured that if he is using less armor, he is going to deal less damage.

o   But I didn’t want increased Ability Efficiency to be a complete nerf.

§  So instead of using the standard method of 175% Ability Efficiency = a quarter of the original value I decided to go and divide it.

§  This way even at max Ability Efficiency he still retains over half of the damage.

o   The reverse is also true, a decrease in Ability Efficiency means that he is using more Armor and as such will deal more damage.

§  This way if he is using only 50% Ability Efficiency, he gets double the damage.

§  I wanted there to be a unique Efficiency Mechanic where people might want to run with lowered efficiency on purpose instead of a by-product of other mods.

-        Inversely I used the X * ( 1 + Ability Efficiency / Strength / Duration Increases ) a lot for things that grant more survivability.

o   My thinking was that if he was more Efficient with his armor, he could get more structure / hit points / damage reduction out of it.

o   This way there are also more benefits to running with an increased Ability Efficiency beyond only a lower cost.

§  More Ability Efficiency = More Survivability

o   I also used this for his armor striping mechanic.

§  I thought he would be more efficient at striping armor?

§  No lol, I just thought that there might be too much incentive to run with lowered efficiency, this way there are still consequences to the amount of damage you can deal over all.

-        I wanted it to be a cost / risk scenario.

o   More Ability Efficiency means more survivability, but you deal less damage, but you also strip more armor.

o   Where as with less Ability Efficiency you gain less armor at a time and have less survivability, but you get an up to just over 2x potential damage multiplier in exchange.

§  And that’s not taking the Ability Strength Increase of 99% that comes from Blind Rage into consideration. If you add that it ends up being over 4x.

·        [ 1 / (0.45) ] * (1.99) = 4.422 times

-        I also didn’t want him to be a solo only frame and as such his 2nd Ability and it’s Synergy with his 4th Ability make him more valuable to a team, with essentially infinite tank-ification for everyone else in the squad.

 

 

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